private IEnumerator EndPhase() { m_FlyerMovementController.m_Speed = 70f; // Wait for the camera to fade out. yield return(StartCoroutine(m_CameraFade.BeginFadeOut(m_IntroOutroFadeDuration, false))); // Show the required UI like the arrows and the radial. m_GuiArrows.Show(); m_SelectionRadial.Show(); m_CameraRender.postProcessMaterial.SetFloat("_ColorThreshold", 0f); // Turn off the fog. RenderSettings.fog = false; // Show the outro UI. StartCoroutine(m_UIController.ShowOutroUI()); // Start the game audio. foreach (var audioEvent in m_AudioEventArray) { audioEvent.GetComponent <AudioSource>().Stop(); } m_SwimAudioEvent.Stop(); // Stop the various controllers. m_AlignmentChecker.StopGame(); m_HealthController.StopGame(); m_FlyerMovementController.StopGame(); m_FlyerLaserController.StopGame(); m_EnvironmentController.StopEnvironment(); Debug.Log("END"); m_CameraContainer.transform.position = new Vector3(0, 0, 10000); // The user needs to fill the radial to continue so turn the tap warnings back on. m_InputWarnings.TurnOnDoubleTapWarnings(); m_InputWarnings.TurnOnSingleTapWarnings(); // In order, wait for the screen to fade in, then wait for the user to fill the radial. yield return(StartCoroutine(m_CameraFade.BeginFadeIn(m_IntroOutroFadeDuration, false))); yield return(StartCoroutine(m_SelectionRadial.WaitForSelectionRadialToFill())); // Turn the warnings off now the user has filled the radial. m_InputWarnings.TurnOffDoubleTapWarnings(); m_InputWarnings.TurnOffSingleTapWarnings(); // Hide the arrows. m_GuiArrows.Hide(); // Wait for the outro UI to hide. yield return(StartCoroutine(m_UIController.HideOutroUI())); // Turn the fog back on. RenderSettings.fog = true; }
private IEnumerator EndPhase() { // Wait for the camera to fade out. yield return(StartCoroutine(m_CameraFade.BeginFadeOut(m_IntroOutroFadeDuration, false))); // Show the required UI like the arrows and the radial. m_GuiArrows.Show(); m_SelectionRadial.Show(); // Turn off the fog. RenderSettings.fog = false; // Show the outro UI. StartCoroutine(m_UIController.ShowOutroUI()); // Stop the various controllers. m_AlignmentChecker.StopGame(); m_HealthController.StopGame(); m_FlyerMovementController.StopGame(); m_EnvironmentController.StopEnvironment(); // In order, wait for the screen to fade in, then wait for the user to fill the radial. yield return(StartCoroutine(m_CameraFade.BeginFadeIn(m_IntroOutroFadeDuration, false))); yield return(StartCoroutine(m_SelectionRadial.WaitForSelectionRadialToFill())); // Hide the arrows. m_GuiArrows.Hide(); // Wait for the outro UI to hide. yield return(StartCoroutine(m_UIController.HideOutroUI())); // Turn the fog back on. RenderSettings.fog = true; }
private IEnumerator EndPhase() { if (m_EyeRaycaster != null) { m_EyeRaycaster.ShowLineRenderer = true; } // Hide the reticle since the radial is about to be used. m_Reticle.Hide(); // In order, wait for the outro UI to fade in then wait for an additional delay. yield return(StartCoroutine(m_UIController.ShowOutroUI())); yield return(new WaitForSeconds(m_EndDelay)); // Turn on the tap warnings. m_InputWarnings.TurnOnDoubleTapWarnings(); m_InputWarnings.TurnOnSingleTapWarnings(); // Wait for the radial to fill (this will show and hide the radial automatically). yield return(StartCoroutine(m_SelectionRadial.WaitForSelectionRadialToFill())); // The radial is now filled so stop the warnings. m_InputWarnings.TurnOffDoubleTapWarnings(); m_InputWarnings.TurnOffSingleTapWarnings(); // Wait for the outro UI to fade out. yield return(StartCoroutine(m_UIController.HideOutroUI())); }
private IEnumerator EndPhase() { yield return(StartCoroutine(uiController.ShowOutroUI())); yield return(new WaitForSeconds(endDelay)); yield return(StartCoroutine(selectionRadial.WaitForSelectionRadialToFill())); yield return(StartCoroutine(uiController.HideOutroUI())); }
private IEnumerator EndPhase() { // Turn off the ability to set targets for the character. m_MazeTargetSetting.Deactivate(); // Hide the reticle as it's not required at the moment. m_Reticle.Hide(); // The reticle also controls the rotation for the selection radial so set it to use default rotation. m_Reticle.UseNormal = false; // Hide the destination marker as targets are no longer being set. m_DestinationMarker.Hide(); // If the player won... if (m_Win) { // ... play the win particles and audio. m_WinParticles.Play(true); m_GameOverAudioSource.Play(); // Wait for the particles to finish. yield return(new WaitForSeconds(m_WinParticles.main.duration)); // Wait for the win UI to fade in. yield return(StartCoroutine(m_WinFader.InteruptAndFadeIn())); } else { // If the player didn't win wait for the lose UI to fade in. yield return(StartCoroutine(m_LoseFader.InteruptAndFadeIn())); } // The user needs to hold Fire1 to pass the UI so turn on double tap warnings. m_InputWarnings.TurnOnDoubleTapWarnings(); // Wait for the radial to fill. yield return(StartCoroutine(m_SelectionRadial.WaitForSelectionRadialToFill())); // Turn the tap warnings back off. m_InputWarnings.TurnOffDoubleTapWarnings(); // In order wait for the win and lose UI to fade out (only one should be faded in) then wait for the camera to fade out. yield return(StartCoroutine(m_WinFader.InteruptAndFadeOut())); yield return(StartCoroutine(m_LoseFader.InteruptAndFadeOut())); yield return(StartCoroutine(m_CameraFade.BeginFadeOut(true))); // Restart all the dependent scripts. Restart(); // Wait for the screen tot fade back in. yield return(StartCoroutine(m_CameraFade.BeginFadeIn(true))); }
private IEnumerator EndPhase() { if (m_EyeRaycaster != null) { m_EyeRaycaster.ShowLineRenderer = true; } // Wait for the camera to fade out. yield return(StartCoroutine(m_CameraFade.BeginFadeOut(m_IntroOutroFadeDuration, false))); // Show the required UI like the arrows and the radial. m_GuiArrows.Show(); m_SelectionRadial.Show(); // Turn off the fog. RenderSettings.fog = false; // Show the outro UI. StartCoroutine(m_UIController.ShowOutroUI()); // Stop the various controllers. m_AlignmentChecker.StopGame(); m_HealthController.StopGame(); m_FlyerMovementController.StopGame(); m_EnvironmentController.StopEnvironment(); // The user needs to fill the radial to continue so turn the tap warnings back on. m_InputWarnings.TurnOnDoubleTapWarnings(); m_InputWarnings.TurnOnSingleTapWarnings(); // In order, wait for the screen to fade in, then wait for the user to fill the radial. yield return(StartCoroutine(m_CameraFade.BeginFadeIn(m_IntroOutroFadeDuration, false))); yield return(StartCoroutine(m_SelectionRadial.WaitForSelectionRadialToFill())); // Turn the warnings off now the user has filled the radial. m_InputWarnings.TurnOffDoubleTapWarnings(); m_InputWarnings.TurnOffSingleTapWarnings(); // Hide the arrows. m_GuiArrows.Hide(); // Wait for the outro UI to hide. yield return(StartCoroutine(m_UIController.HideOutroUI())); // Turn the fog back on. RenderSettings.fog = true; }
private IEnumerator EndPhase() { //replace selection radial to the center of the field // m_SelectionRadial.moveToPosition(originalradialposition); // In order, wait for the outro UI to fade in then wait for an additional delay. yield return(StartCoroutine(m_UIController.ShowOutroUI())); yield return(new WaitForSeconds(m_EndDelay)); // Wait for the radial to fill (this will show and hide the radial automatically). yield return(StartCoroutine(m_SelectionRadial.WaitForSelectionRadialToFill())); // Wait for the outro UI to fade out. yield return(StartCoroutine(m_UIController.HideOutroUI())); }
private IEnumerator PlayPhase() { // Wait for the UI on the player's gun to fade in. yield return(StartCoroutine(m_UIController.ShowPlayerUI())); IsPlaying = true; m_reticle.Show(); // Reset the score. SessionData.Restart(); if (m_tutorial) { for (int i = 0; i < m_pathWalker.StopPoints.Count; i++) { m_stepTutorial = -1; yield return(StartCoroutine(m_pathWalker.PlayUpdate())); if (i == 0) { m_stepTutorial = 0; IsPlaying = false; yield return(StartCoroutine(m_UIController.ShowEnemiesUI())); yield return(StartCoroutine(m_selectionRadial.WaitForSelectionRadialToFill())); yield return(StartCoroutine(m_UIController.HideEnemiesUI())); IsPlaying = true; } else if (i == 1) { m_stepTutorial = 1; IsPlaying = false; yield return(StartCoroutine(m_UIController.ShowHealthUI())); yield return(StartCoroutine(m_selectionRadial.WaitForSelectionRadialToFill())); yield return(StartCoroutine(m_UIController.HideHealthUI())); IsPlaying = true; } else if (i == 2) { m_stepTutorial = 2; IsPlaying = false; yield return(StartCoroutine(m_UIController.ShowOtherEnemiesUI())); yield return(StartCoroutine(m_selectionRadial.WaitForSelectionRadialToFill())); yield return(StartCoroutine(m_UIController.HideOtherEnemiesUI())); IsPlaying = true; } } } else { for (int i = 0; i < m_pathWalker.StopPoints.Count; i++) { yield return(StartCoroutine(m_pathWalker.PlayUpdate())); } } //gun UI fade out yield return(StartCoroutine(m_UIController.HidePlayerUI())); }